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The Big Weapon and Armour List In The Sky Armour Armour Type AC Encumbrance Cost Tech Level Shield -1 1 10/100 0/4 Leather Jack 7 1 10 0 Metal Mail 5 2 50 1 Metal Plate 3 2 100 1 Woven Body Armour 5 1 400 3 Vacc Suit 7 2 100 4 Armoured Undersuit 7 0 600 4 Armoured Overcoat 6/-1 1 1000 4 Combat Field Uniform 4 0 1000 4 Cobbled Tough 6 1 300 4 Torso Protector 3 1 4000 4 Assault Suit 2 2 6000 4 Powered Armour 1 2 10000 4 Field Emitter Panoply 0 1 30000 5 Deflector Array 2 0 30000 5 Worn armour is considered Readied for purposes of determining encumbrance Armoured Overcoat: This advanced duster-style garment is useful largely because it requires very little effort and time to put on. Barely any customization is required for anyone to use it, though some people will look ridiculous in a badly-sized overcoat. The coat itself provides AC 6, unless worn in conjunction with an Armoured Undersuit, Woven Body Armour, Cobbled Tough, or Torso Protector, in which case it provides a -1 AC bonus. Torso Protector: This is essentially the torso section of an assault suit. It lacks all the environmental seals of the assault suit, but provides ample protection. Primitive Weapons Weapon Damage Range (meters) Cost Attribute Tech Level Unarmed Attack 1d2 - - Str/Dex - Knife 1d4 6/9 5 Str/Dex 0 Club 1d4 - - Str 0 Sword 1d8 - 20 Str/Dex 1 Greatsword 2d6 - 30 Str 1 Spear 1d6 10/20 8 Str 0 Primitive Bow 1d6 50/75 15 Dex 1 Advanced Bow 1d6 100/150 50 Dex 3 Adv. Crossbow, Light 1d6 100/150 50 Dex 3 Adv. Crossbow, Heavy 2d4 100/200 80 Dex 3 Grenade 2d6 10/30 25 Dex 3 Kinesis Wraps 1d2+2 - 100 Str/Dex 4 Monoblade 1d8+1 6/9 50 Str/Dex 4 Stun Baton 1d8* - 50 Str 3 Suit Ripper 1d6 - 75 Str 4 Crossbows: These weapons are useful because they are much quieter than firearms, and require less training than bows. As well, a variety of customizable bolts can be manufactured for them, at the GM’s discretion.

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The Big Weapon and Armour List In The Sky

Armour

Armour Type AC Encumbrance Cost Tech Level Shield -1 1 10/100 0/4

Leather Jack 7 1 10 0 Metal Mail 5 2 50 1

Metal Plate 3 2 100 1 Woven Body Armour 5 1 400 3

Vacc Suit 7 2 100 4 Armoured Undersuit 7 0 600 4 Armoured Overcoat 6/-1 1 1000 4

Combat Field Uniform 4 0 1000 4 Cobbled Tough 6 1 300 4

Torso Protector 3 1 4000 4 Assault Suit 2 2 6000 4

Powered Armour 1 2 10000 4 Field Emitter Panoply 0 1 30000 5

Deflector Array 2 0 30000 5

Worn armour is considered Readied for purposes of determining encumbrance

Armoured Overcoat: This advanced duster-style garment is useful largely because it requires very little effort and time to put on. Barely any customization is required for anyone to use it, though some people will look ridiculous in a badly-sized overcoat. The coat itself provides AC 6, unless worn in conjunction with an Armoured Undersuit, Woven Body Armour, Cobbled Tough, or Torso Protector, in which case it provides a -1 AC bonus.

Torso Protector: This is essentially the torso section of an assault suit. It lacks all the environmental seals of the assault suit, but provides ample protection.

Primitive Weapons

Weapon Damage Range (meters)

Cost Attribute Tech Level

Unarmed Attack 1d2 - - Str/Dex - Knife 1d4 6/9 5 Str/Dex 0 Club 1d4 - - Str 0

Sword 1d8 - 20 Str/Dex 1 Greatsword 2d6 - 30 Str 1

Spear 1d6 10/20 8 Str 0 Primitive Bow 1d6 50/75 15 Dex 1

Advanced Bow 1d6 100/150 50 Dex 3 Adv. Crossbow, Light 1d6 100/150 50 Dex 3

Adv. Crossbow, Heavy 2d4 100/200 80 Dex 3 Grenade 2d6 10/30 25 Dex 3

Kinesis Wraps 1d2+2 - 100 Str/Dex 4 Monoblade 1d8+1 6/9 50 Str/Dex 4 Stun Baton 1d8* - 50 Str 3 Suit Ripper 1d6 - 75 Str 4

Crossbows: These weapons are useful because they are much quieter than firearms, and require less training than bows. As well, a variety of customizable bolts can be manufactured for them, at the GM’s discretion.

Projectile Weapons

Weapon Damage Range (meters)

Cost Magazine Attribute Tech Level

Crude Pistol 1d6 5/15 20 1 Dex 2 Musket 1d12 25/50 30 1 Dex 2

Revolver 1d8 30/100 50 6 Dex 2 Heavy Revolver 1d8+2 20/100 150 6 Dex 3

Derringer (Concealed) 1d4+1 15/25 75 2 Dex 3 Concealable Pistol 1d6+1 15/30 150 6 Dex 3

Semi-Automatic Pistol 1d6+1 30/100 75 12 Dex 3 Submachine Gun 1d8*# 30/100 200 20 Dex 3

Rifle 1d10+2 200/400 75 6 Dex 2 Combat Rifle 1d12* 100/300 300 30 Dex 3

Assault Carbine 1d10* 50/200 250 30 Dex 3 Combat Shotgun 3d4*# 10/30 300 12 Dex 3

Sawn Off Shotgun 4d4 5/15 50 2 Dex 2 Shotgun 3d4 10/30 50 2 Dex 2

Sniper Rifle 2d8 1000/2000 400 5 Dex 3 Light Sniper Rifle 1d10+1 800/1500 400 10 Dex 3

Rail Gun Sniper 3d8 1500/3000 10000 3 Dex 4 Void Carbine 2d6 100/300 400 10 Dex 4

Mag Pistol 2d6+2 100/300 400 6 Dex 4 Mag Rifle 2d8+2 300/600 500 10 Dex 4

Concealable Mag Pistol 2d6+2 20/40 2000 4 Dex 4 Spike Thrower 3d8*# 20/40 600 15 Dex 4

*These weapons are capable of burst fire, which uses 3 rounds of ammunition, and provides a +2 to hit and damage.

#These weapons are capable of suppression fire as long as they have at least half of a full magazine of ammunition. The suppression attack consumes the entire magazine.

Some pistols are designed to be concealed, and can be hidden beneath normal clothing. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. Derringers receive a +1 bonus to avoid visual detection.

Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against hard armor. When attacking any vehicle with an Armor rating, they deal only half damage. Damage is halved after applying armor.

Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed.

Mag pistols and mag rifles are the signature TL4 military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry. They usually overpenetrate through cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough.

Railgun Sniper: This enormous weapon has an Encumbrance rating of 5, and requires two rounds to fold out of a briefcase and configure to fire. It comes with a low-light scope, and can only be fired while stationary, from a bipod or prepared position. Add your Combat/Projectile skill to your damage rating if you take at least one round to aim. Its report is terrifyingly loud.

Weapon Magazines: these can be Stored or Readied in bundles of three for one point of Encumbrance. Loading a readied magazine into a weapon is considered a round’s action.

Energy Weapons

Weapon Damage Range (meters)

Cost Magazine Attribute Tech Level

Laser Pistol 1d6 100/300 200 10 Dex 4 Laser Rifle 1d10* 300/500 300 20 Dex 4

Laser Sniper Rifle 2d10 2000/4000 8000 5 Dex 4 Concealable Laser Pistol 1d6 50/100 1000 7 Dex 4

Thermal Pistol 2d6 25/50 300 5 Dex 4 Plasma Projector 2d8 50/100 400 10 Dex 4

Concealable Thermal Pistol 2d6 15/30 1500 4 Dex 4 Shear Rifle 2d8* 100/300 600 10 Dex 5

Thunder Gun 2d10 100/300 1000 6 Dex 5 Distortion Cannon 2d12 100/300 1250 6 Dex 5

Laser Sniper Rifle: This is an enormous weapon (Encumbrance 4), and represents the upper limit in sniper technology. The Laser Sniper Rifle is so sensitive that even the firer’s pulse can affect the trajectory of the beam. This weapon must be fired from a bipod or prepared position, and comes with a low-light telescopic sight. Add your Combat/Energy skill to your damage rating if you take at least one round to aim.

Plasma Projector: Note that the magazine capacity for the plasma projector has been increased to 10. This supersedes the entry in the main rulebook.

Psitech Weapons

Weapon Damage Range (meters)

Cost Magazine Attribute Tech Level

Mind Blade Special - 8000 - Wis/Con 5 Metafocal Grenade 2d6 10/30 100 - Wis/Con 5

Metastasis Projector 2d6 25/50 8000 - Wis/Con 5 Telekinetic Sling 1d10 100/300 3500 - Wis/Con 5

Gunnery Weapons

Weapon Damage Range (meters)

Cost Magazine Attribute Tech Level

Light Machine Gun 2d8# 500/1000 2000 10 Dex 3 Heavy Machinegun 3d6# 500/2000 5000 10 Dex 3

Rocket launcher 3d10 2000/4000 4000 1 Dex 3 Flamethrower 2d6#/1d6 60 5000 10 Dex/Wis 2

Grenade Launcher Spec 150/350 600 12 Dex/Wis 3 Grenade Launcher, Underslung Spec 50/150 500 1/3 Dex/Wis 3/4

Anti-Tank Missile 3d8/3d12 1k/4k 1000 1(Disp) Int/Wis 3/4 Railgun 3d8# 1000/2000 8000 20 Dex 4

Anti-Personnel Laser 3d6# 500/1000 10000 20 Dex 4 Anti-Vehicle Laser 3d10 500/1000 10000 15 Dex 4

Hydra Array 3d6# 2000/4000 20000 10 Dex 4 Wheatcutter Belt 2d12 10/20 10000 5 Dex 4

Vortex Cannon 5d12 1000/2000 75000 5 Dex 5

Light Machine Gun: This weapon is a lighter, smaller-caliber alternative to the monstrous heavy machine gun. It does less damage, but is still capable of laying down suppressive fire. The light machine gun does not require a bipod, but one is usually fitted. Firing from the hip incurs a -2 to-hit penalty with this weapon, which can be alleviated by a character’s Strength attribute bonus. This weapon counts as 2 points of encumbrance. They can be fired either with Combat/Projectile or Gunnery skill. They are voracious with ammunition, however, and it’s common for other members of the team to carry extra cans of ammo for the weapon. Each of these cans counts as one item of encumbrance.

Grenade Launchers can be equipped along with an appropriately modified firearm. They use Combat/Gunnery or Combat/Projectiles. A grenade launcher adds 1 encumbrance to the encumbrance value of a long arm. Thrown grenades and grenade launcher grenades are not interchangeable. UnderslungTL4 grenade launchers have an internal magazine of three grenades. Unlike thrown grenades, launched grenades deviate by 1d20 meters.

Grenade launchers are used to provide indirect fire for a fireteam, launching explosives through windows or against cover while remaining at a safe distance. TL3 models fire against AC 5 to hit a particular area, with a miss landing the grenade 1d20 meters away in a random direction. TL4 models take advantage of laser sighting and programmed fuses, firing against AC 9 at all ranges, with a 1d20 meter deviation.

Military Flamethrower: Total of six encumbrance, two of which is carried readied (the sprayer-rifle) and four of which you can carry stowed (the fuel/pressure tanks.) You can carry extra tanks if you want. The flamethrower has a 60 meter range, with no range penalty. It can be used to attack small groups of enemies via suppressive fire. Flamethrowers are uniquely able to have their fire bounced off walls or sprayed through apertures; in many circumstances the user of a flamethrower will be able to avoid the penalties from cover or even strike enemies who are fully under cover.

The flamethrower will deal 2d6 damage on the first successful hit, and hit targets will thereafter take 1d6 damage at the end of their next three subsequent actions. Further, any targeted group of enemies must immediately save versus fear (Mental Effect save) when attacked with a flamethrower or retreat via the best means available. Enemy forces who are attacked with flamethrowers receive a -1 to their morale for any morale checks made during the battle.

Grenades

Grenade Damage Burst (m)

Cost TL

Dynamite 1d6 1d6 25 2 Fragmentation 2d6 5 50 3

Incendiary 2d6/1d4 5 50 3 Gas, Tear Special 10 75 3

Gas, Tranquilizer Special 10 100 4 Gas, Nerve Special 10 500 4 Flash-Bang 2d10 NL 5 100 3

EMP Special 10 300 4 HEAP 3d6 N/A 200 4

ILLUM N/A 25 30 3 Smoke N/A 5 25 3

Thermal Smoke N/A 5 50 3 Multi-Spectral Smoke N/A 5 100 4

Grenade Rules:

Readied grenades take one encumbrance point each.

Stowed grenades can be packed into bundles of three grenades per point of encumbrance.

Grenade range is equal to the Strength attribute of the thrower in meters. Maximum range (-2 to hit) is twice that.

Grenade users always roll to attack AC 9. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed a Luck save for half damage. Targets take 1 less point of damage for each point of AC below 6. If a target is protected by solid cover, they take no damage from a grenade attack.

Trying to make a precise grenade attack against a small target is an attack roll against AC6.

Dynamite: This low-tech explosive is unpredictable, but is also useful for demolitions. Individual sticks can also be bundled in groups of four sticks, doing 2d6 damage. The burst radius is 2d6m.

Fragmentation: These grenades are designed to explode and pepper an area with lethal bits of metal. They are destructive weapons in assaults.

Incendiary: These grenades are filled with either a thermite charge or white phosphorous. They do 2d6 for the first round, and then 1d4 damage for three rounds after that.

Tear Gas: This grenade generates a cloud of non-lethal gas: characters caught in the blast radius to roll a Physical Effect saving throw (modified by Constitution) or suffer a -6 penalty to all actions as they choke and vomit.

Tranquilizer Gas: This gas grenade forces characters caught in the blast radius to roll a Physical Effect saving throw (modified by Constitution) or fall unconscious.

Nerve Gas: This grenade forces characters caught in the blast radius to roll a Physical Effect or Luck saving throw (modified by Constitution) against a poison. Failure means the character suffers the effects of tear gas for three rounds, and then dies. Success means that the character is poisoned with a Toxicity level 10, Virulence 3, Interval of one minute nerve gas that does 1d4 damage for each saving throw. If the character has not been treated successfully by the third saving throw, he or she dies. Naturally, nerve gas is highly restricted and its use is generally considered to be unsportsmanlike.

Flash Bang: These grenades do 2d10 non-lethal damage, and force those caught in its blast to save versus Physical or Mental Effect or be stunned for 1d6 rounds. Stunned characters cannot act for the first round after the grenade detonates, and suffer a -3 to all actions while stunned.

Electro-Magnetic Pulse: These grenades are useful only against electronics technology. They cause a massive flare of EM radiation which will cause unshielded electronics to shut down for 1d6 minutes—some systems may be fried

by heat damage. EMP will also briefly (1d6 rounds) white out many forms of sensors and will flood the airwaves with static. Characters wearing power armour must roll a Tech save at +2 or lose the armour’s systems and exoskeleton.

High Explosive, Armour Piercing: These are only available for grenade launchers. They are effective against lightly armoured vehicles, and ignore soft-skinned vehicles’ armour.

Illumination/Flares: These provide basic lighting in a 25m radius for the hand-held grenades, or an entire scene for a parachute flare launched from a grenade launcher.

Smoke: These last for 1d6+6 rounds, and provide concealment for those in the cloud. They also hinder laser weaponry.

Thermal Smoke: This smoke cloud contains heated particles to confuse thermal sensors and hinder lasers. Those in the cloud are concealed, but suffer a -1 penalty to all actions due to the discomfort unless in a sealed environment (vac suit, FEP field, etc).

Multispectral Smoke: This exceptionally sophisticated round provides concealment from all sensors, due to the presence of metallic fragments, and burning particles. It functions exactly like smoke and thermal smoke.